*/
static const char *const vertAttribs[] = {
"vertex.position",
- "vertex.weight",
"vertex.normal",
"vertex.color.primary",
"vertex.color.secondary",
"fragment.(twenty-seven)", /* VARYING_SLOT_CULL_DIST1 */
"fragment.(twenty-eight)", /* VARYING_SLOT_BOUNDING_BOX0 */
"fragment.(twenty-nine)", /* VARYING_SLOT_BOUNDING_BOX1 */
+ "fragment.(thirty)", /* VARYING_SLOT_VIEW_INDEX */
"fragment.varying[0]",
"fragment.varying[1]",
"fragment.varying[2]",
"result.(twenty-seven)", /* VARYING_SLOT_CULL_DIST1 */
"result.(twenty-eight)", /* VARYING_SLOT_BOUNDING_BOX0 */
"result.(twenty-nine)", /* VARYING_SLOT_BOUNDING_BOX1 */
+ "result.(thirty)", /* VARYING_SLOT_VIEW_INDEX */
"result.varying[0]",
"result.varying[1]",
"result.varying[2]",
case MESA_SHADER_COMPUTE:
type = "comp";
break;
+ default:
+ break;
}
_mesa_snprintf(filename, sizeof(filename), "shader_%u.%s", shader->Name, type);
* _mesa_write_shader_to_file function.
*/
void
-_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader)
+_mesa_append_uniforms_to_file(const struct gl_program *prog)
{
- const struct gl_program *const prog = shader->Program;
const char *type;
char filename[100];
FILE *f;
- if (shader->Stage == MESA_SHADER_FRAGMENT)
+ if (prog->info.stage == MESA_SHADER_FRAGMENT)
type = "frag";
else
type = "vert";